CelticCraft/Plugins/VoxelFree/Source/VoxelGraph/Private/Examples/VoxelExample_HollowPlanet.cpp

1253 lines
41 KiB
C++

// Copyright 2020 Phyronnaz
#include "VoxelExample_HollowPlanet.h"
PRAGMA_GENERATED_VOXEL_GRAPH_START
using FVoxelGraphSeed = int32;
#if VOXEL_GRAPH_GENERATED_VERSION == 1
class FVoxelExample_HollowPlanetInstance : public TVoxelGraphGeneratorInstanceHelper<FVoxelExample_HollowPlanetInstance, UVoxelExample_HollowPlanet>
{
public:
struct FParams
{
const float Intersection_Smoothness;
const float Noise_Bias;
const float Noise_Frequency;
const float Noise_Scale;
const float Radius;
const int32 Seed;
const bool Use_IQ_Noise;
};
class FLocalComputeStruct_LocalValue
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt Value;
};
struct FBufferConstant
{
FBufferConstant() {}
v_flt Variable_11; // Radius = 250.0 output 0
bool Variable_22; // Use IQ Noise = True output 0
v_flt Variable_16; // Noise Bias = 0.2 output 0
v_flt Variable_17; // Intersection Smoothness = 10.0 output 0
v_flt Variable_19; // Noise Frequency = 4.0 output 0
v_flt Variable_10; // Noise Scale = 20.0 output 0
v_flt Variable_12; // * -1 output 0
};
struct FBufferX
{
FBufferX() {}
v_flt Variable_6; // X output 0
v_flt Variable_0; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
v_flt Variable_7; // Y output 0
v_flt Variable_1; // Y output 0
};
FLocalComputeStruct_LocalValue(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
// Init of Seed = 1443
FVoxelGraphSeed Variable_20; // Seed = 1443 output 0
Variable_20 = Params.Seed;
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Radius = 250.0
BufferConstant.Variable_11 = Params.Radius;
// Use IQ Noise = True
BufferConstant.Variable_22 = Params.Use_IQ_Noise;
// Noise Bias = 0.2
BufferConstant.Variable_16 = Params.Noise_Bias;
// Intersection Smoothness = 10.0
BufferConstant.Variable_17 = Params.Intersection_Smoothness;
// Noise Frequency = 4.0
BufferConstant.Variable_19 = Params.Noise_Frequency;
// Noise Scale = 20.0
BufferConstant.Variable_10 = Params.Noise_Scale;
// * -1
BufferConstant.Variable_12 = BufferConstant.Variable_10 * -1;
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _3D_IQ_Noise_0_Noise;
TStaticArray<uint8, 32> _3D_IQ_Noise_0_LODToOctaves;
FVoxelFastNoise _3D_Perlin_Noise_Fractal_0_Noise;
TStaticArray<uint8, 32> _3D_Perlin_Noise_Fractal_0_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
// Init of Seed = 1443
FVoxelGraphSeed Variable_20; // Seed = 1443 output 0
Variable_20 = Params.Seed;
// Init of 3D IQ Noise
_3D_IQ_Noise_0_Noise.SetSeed(Variable_20);
_3D_IQ_Noise_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_IQ_Noise_0_Noise.SetFractalOctavesAndGain(15, 0.5);
_3D_IQ_Noise_0_Noise.SetFractalLacunarity(2.0);
_3D_IQ_Noise_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_IQ_Noise_0_Noise.SetMatrixFromRotation_3D(FRotator(40.000000, 45.000000, 50.000000));
_3D_IQ_Noise_0_LODToOctaves[0] = 15;
_3D_IQ_Noise_0_LODToOctaves[1] = 15;
_3D_IQ_Noise_0_LODToOctaves[2] = 15;
_3D_IQ_Noise_0_LODToOctaves[3] = 15;
_3D_IQ_Noise_0_LODToOctaves[4] = 15;
_3D_IQ_Noise_0_LODToOctaves[5] = 15;
_3D_IQ_Noise_0_LODToOctaves[6] = 15;
_3D_IQ_Noise_0_LODToOctaves[7] = 15;
_3D_IQ_Noise_0_LODToOctaves[8] = 15;
_3D_IQ_Noise_0_LODToOctaves[9] = 15;
_3D_IQ_Noise_0_LODToOctaves[10] = 15;
_3D_IQ_Noise_0_LODToOctaves[11] = 15;
_3D_IQ_Noise_0_LODToOctaves[12] = 15;
_3D_IQ_Noise_0_LODToOctaves[13] = 15;
_3D_IQ_Noise_0_LODToOctaves[14] = 15;
_3D_IQ_Noise_0_LODToOctaves[15] = 15;
_3D_IQ_Noise_0_LODToOctaves[16] = 15;
_3D_IQ_Noise_0_LODToOctaves[17] = 15;
_3D_IQ_Noise_0_LODToOctaves[18] = 15;
_3D_IQ_Noise_0_LODToOctaves[19] = 15;
_3D_IQ_Noise_0_LODToOctaves[20] = 15;
_3D_IQ_Noise_0_LODToOctaves[21] = 15;
_3D_IQ_Noise_0_LODToOctaves[22] = 15;
_3D_IQ_Noise_0_LODToOctaves[23] = 15;
_3D_IQ_Noise_0_LODToOctaves[24] = 15;
_3D_IQ_Noise_0_LODToOctaves[25] = 15;
_3D_IQ_Noise_0_LODToOctaves[26] = 15;
_3D_IQ_Noise_0_LODToOctaves[27] = 15;
_3D_IQ_Noise_0_LODToOctaves[28] = 15;
_3D_IQ_Noise_0_LODToOctaves[29] = 15;
_3D_IQ_Noise_0_LODToOctaves[30] = 15;
_3D_IQ_Noise_0_LODToOctaves[31] = 15;
// Init of 3D Perlin Noise Fractal
_3D_Perlin_Noise_Fractal_0_Noise.SetSeed(Variable_20);
_3D_Perlin_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(3, 0.5);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalLacunarity(2.0);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_Perlin_Noise_Fractal_0_LODToOctaves[0] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[1] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[2] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[3] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[4] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[5] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[6] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[7] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[8] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[9] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[10] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[11] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[12] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[13] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[14] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[15] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[16] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[17] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[18] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[19] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[20] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[21] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[22] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[23] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[24] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[25] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[26] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[27] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[28] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[29] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[30] = 3;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[31] = 3;
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
// X
BufferX.Variable_6 = Context.GetLocalX();
// X
BufferX.Variable_0 = Context.GetLocalX();
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_7 = Context.GetLocalY();
// Y
BufferXY.Variable_1 = Context.GetLocalY();
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// X
BufferX.Variable_6 = Context.GetLocalX();
// X
BufferX.Variable_0 = Context.GetLocalX();
// Y
BufferXY.Variable_7 = Context.GetLocalY();
// Y
BufferXY.Variable_1 = Context.GetLocalY();
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Normalize.Vector Length
v_flt Variable_24; // Normalize.Vector Length output 0
Variable_24 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_0, BufferXY.Variable_1, Variable_2);
// Vector Length
v_flt Variable_5; // Vector Length output 0
Variable_5 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_6, BufferXY.Variable_7, Variable_8);
// Normalize./
v_flt Variable_25; // Normalize./ output 0
Variable_25 = BufferX.Variable_0 / Variable_24;
// Normalize./
v_flt Variable_26; // Normalize./ output 0
Variable_26 = BufferXY.Variable_1 / Variable_24;
// Normalize./
v_flt Variable_27; // Normalize./ output 0
Variable_27 = Variable_2 / Variable_24;
// 3D IQ Noise
v_flt Variable_18; // 3D IQ Noise output 0
v_flt _3D_IQ_Noise_0_Temp_1; // 3D IQ Noise output 1
v_flt _3D_IQ_Noise_0_Temp_2; // 3D IQ Noise output 2
v_flt _3D_IQ_Noise_0_Temp_3; // 3D IQ Noise output 3
Variable_18 = _3D_IQ_Noise_0_Noise.IQNoise_3D_Deriv(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_3D_IQ_Noise_0_Temp_1,_3D_IQ_Noise_0_Temp_2,_3D_IQ_Noise_0_Temp_3);
Variable_18 = FMath::Clamp<v_flt>(Variable_18, -0.732619, 0.767129);
_3D_IQ_Noise_0_Temp_1 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_1, -1.577728, 1.771872);
_3D_IQ_Noise_0_Temp_2 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_2, -1.779903, 1.388687);
_3D_IQ_Noise_0_Temp_3 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_3, -1.667376, 1.695596);
// 3D Perlin Noise Fractal
v_flt Variable_3; // 3D Perlin Noise Fractal output 0
Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_3 = FMath::Clamp<v_flt>(Variable_3, -0.419158, 0.458317);
// Switch (float)
v_flt Variable_21; // Switch (float) output 0
Variable_21 = FVoxelNodeFunctions::Switch(Variable_18, Variable_3, BufferConstant.Variable_22);
// +
v_flt Variable_14; // + output 0
Variable_14 = Variable_21 + BufferConstant.Variable_16;
// 2D Noise SDF.*
v_flt Variable_29; // 2D Noise SDF.* output 0
Variable_29 = Variable_14 * BufferConstant.Variable_10;
// 2D Noise SDF.*
v_flt Variable_31; // 2D Noise SDF.* output 0
Variable_31 = Variable_14 * BufferConstant.Variable_12;
// 2D Noise SDF.+
v_flt Variable_9; // 2D Noise SDF.+ output 0
Variable_9 = Variable_31 + BufferConstant.Variable_11;
// 2D Noise SDF.+
v_flt Variable_4; // 2D Noise SDF.+ output 0
Variable_4 = Variable_29 + BufferConstant.Variable_11;
// 2D Noise SDF.-
v_flt Variable_28; // 2D Noise SDF.- output 0
Variable_28 = Variable_5 - Variable_4;
// 2D Noise SDF.-
v_flt Variable_30; // 2D Noise SDF.- output 0
Variable_30 = Variable_5 - Variable_9;
// * -1
v_flt Variable_13; // * -1 output 0
Variable_13 = Variable_30 * -1;
// Smooth Intersection
v_flt Variable_15; // Smooth Intersection output 0
Variable_15 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_28, Variable_13, BufferConstant.Variable_17);
// Set High Quality Value.*
v_flt Variable_23; // Set High Quality Value.* output 0
Variable_23 = Variable_15 * v_flt(0.2f);
Outputs.Value = Variable_23;
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
// X
v_flt Variable_6; // X output 0
Variable_6 = Context.GetLocalX();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// X
v_flt Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// Y
v_flt Variable_7; // Y output 0
Variable_7 = Context.GetLocalY();
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Normalize.Vector Length
v_flt Variable_24; // Normalize.Vector Length output 0
Variable_24 = FVoxelNodeFunctions::VectorLength(Variable_0, Variable_1, Variable_2);
// Vector Length
v_flt Variable_5; // Vector Length output 0
Variable_5 = FVoxelNodeFunctions::VectorLength(Variable_6, Variable_7, Variable_8);
// Normalize./
v_flt Variable_25; // Normalize./ output 0
Variable_25 = Variable_0 / Variable_24;
// Normalize./
v_flt Variable_26; // Normalize./ output 0
Variable_26 = Variable_1 / Variable_24;
// Normalize./
v_flt Variable_27; // Normalize./ output 0
Variable_27 = Variable_2 / Variable_24;
// 3D IQ Noise
v_flt Variable_18; // 3D IQ Noise output 0
v_flt _3D_IQ_Noise_0_Temp_1; // 3D IQ Noise output 1
v_flt _3D_IQ_Noise_0_Temp_2; // 3D IQ Noise output 2
v_flt _3D_IQ_Noise_0_Temp_3; // 3D IQ Noise output 3
Variable_18 = _3D_IQ_Noise_0_Noise.IQNoise_3D_Deriv(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_3D_IQ_Noise_0_Temp_1,_3D_IQ_Noise_0_Temp_2,_3D_IQ_Noise_0_Temp_3);
Variable_18 = FMath::Clamp<v_flt>(Variable_18, -0.732619, 0.767129);
_3D_IQ_Noise_0_Temp_1 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_1, -1.577728, 1.771872);
_3D_IQ_Noise_0_Temp_2 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_2, -1.779903, 1.388687);
_3D_IQ_Noise_0_Temp_3 = FMath::Clamp<v_flt>(_3D_IQ_Noise_0_Temp_3, -1.667376, 1.695596);
// 3D Perlin Noise Fractal
v_flt Variable_3; // 3D Perlin Noise Fractal output 0
Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_3 = FMath::Clamp<v_flt>(Variable_3, -0.419158, 0.458317);
// Switch (float)
v_flt Variable_21; // Switch (float) output 0
Variable_21 = FVoxelNodeFunctions::Switch(Variable_18, Variable_3, BufferConstant.Variable_22);
// +
v_flt Variable_14; // + output 0
Variable_14 = Variable_21 + BufferConstant.Variable_16;
// 2D Noise SDF.*
v_flt Variable_29; // 2D Noise SDF.* output 0
Variable_29 = Variable_14 * BufferConstant.Variable_10;
// 2D Noise SDF.*
v_flt Variable_31; // 2D Noise SDF.* output 0
Variable_31 = Variable_14 * BufferConstant.Variable_12;
// 2D Noise SDF.+
v_flt Variable_9; // 2D Noise SDF.+ output 0
Variable_9 = Variable_31 + BufferConstant.Variable_11;
// 2D Noise SDF.+
v_flt Variable_4; // 2D Noise SDF.+ output 0
Variable_4 = Variable_29 + BufferConstant.Variable_11;
// 2D Noise SDF.-
v_flt Variable_28; // 2D Noise SDF.- output 0
Variable_28 = Variable_5 - Variable_4;
// 2D Noise SDF.-
v_flt Variable_30; // 2D Noise SDF.- output 0
Variable_30 = Variable_5 - Variable_9;
// * -1
v_flt Variable_13; // * -1 output 0
Variable_13 = Variable_30 * -1;
// Smooth Intersection
v_flt Variable_15; // Smooth Intersection output 0
Variable_15 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_28, Variable_13, BufferConstant.Variable_17);
// Set High Quality Value.*
v_flt Variable_23; // Set High Quality Value.* output 0
Variable_23 = Variable_15 * v_flt(0.2f);
Outputs.Value = Variable_23;
}
};
class FLocalComputeStruct_LocalMaterial
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
MaterialBuilder.SetMaterialConfig(Init.MaterialConfig);
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
FVoxelMaterialBuilder MaterialBuilder;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalMaterial(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt UpVectorX;
v_flt UpVectorY;
v_flt UpVectorZ;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalValueRangeAnalysis
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
TVoxelRange<T> Get() const;
template<typename T, uint32 Index>
void Set(TVoxelRange<T> Value);
TVoxelRange<v_flt> Value;
};
struct FBufferConstant
{
FBufferConstant() {}
TVoxelRange<v_flt> Variable_14; // Intersection Smoothness = 10.0 output 0
TVoxelRange<v_flt> Variable_6; // 2D Noise SDF.+ output 0
TVoxelRange<v_flt> Variable_1; // 2D Noise SDF.+ output 0
};
struct FBufferX
{
FBufferX() {}
TVoxelRange<v_flt> Variable_3; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
TVoxelRange<v_flt> Variable_4; // Y output 0
};
FLocalComputeStruct_LocalValueRangeAnalysis(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
// Init of 3D Perlin Noise Fractal
_3D_Perlin_Noise_Fractal_1_Noise.SetSeed(FVoxelGraphSeed(1337));
_3D_Perlin_Noise_Fractal_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalOctavesAndGain(3, 0.5);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalLacunarity(2.0);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_Perlin_Noise_Fractal_1_LODToOctaves[0] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[1] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[2] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[3] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[4] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[5] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[6] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[7] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[8] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[9] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[10] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[11] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[12] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[13] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[14] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[15] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[16] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[17] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[18] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[19] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[20] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[21] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[22] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[23] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[24] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[25] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[26] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[27] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[28] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[29] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[30] = 3;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[31] = 3;
// Init of 3D IQ Noise
_3D_IQ_Noise_1_Noise.SetSeed(FVoxelGraphSeed(1337));
_3D_IQ_Noise_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_IQ_Noise_1_Noise.SetFractalOctavesAndGain(15, 0.5);
_3D_IQ_Noise_1_Noise.SetFractalLacunarity(2.0);
_3D_IQ_Noise_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_IQ_Noise_1_Noise.SetMatrixFromRotation_3D(FRotator(40.000000, 45.000000, 50.000000));
_3D_IQ_Noise_1_LODToOctaves[0] = 15;
_3D_IQ_Noise_1_LODToOctaves[1] = 15;
_3D_IQ_Noise_1_LODToOctaves[2] = 15;
_3D_IQ_Noise_1_LODToOctaves[3] = 15;
_3D_IQ_Noise_1_LODToOctaves[4] = 15;
_3D_IQ_Noise_1_LODToOctaves[5] = 15;
_3D_IQ_Noise_1_LODToOctaves[6] = 15;
_3D_IQ_Noise_1_LODToOctaves[7] = 15;
_3D_IQ_Noise_1_LODToOctaves[8] = 15;
_3D_IQ_Noise_1_LODToOctaves[9] = 15;
_3D_IQ_Noise_1_LODToOctaves[10] = 15;
_3D_IQ_Noise_1_LODToOctaves[11] = 15;
_3D_IQ_Noise_1_LODToOctaves[12] = 15;
_3D_IQ_Noise_1_LODToOctaves[13] = 15;
_3D_IQ_Noise_1_LODToOctaves[14] = 15;
_3D_IQ_Noise_1_LODToOctaves[15] = 15;
_3D_IQ_Noise_1_LODToOctaves[16] = 15;
_3D_IQ_Noise_1_LODToOctaves[17] = 15;
_3D_IQ_Noise_1_LODToOctaves[18] = 15;
_3D_IQ_Noise_1_LODToOctaves[19] = 15;
_3D_IQ_Noise_1_LODToOctaves[20] = 15;
_3D_IQ_Noise_1_LODToOctaves[21] = 15;
_3D_IQ_Noise_1_LODToOctaves[22] = 15;
_3D_IQ_Noise_1_LODToOctaves[23] = 15;
_3D_IQ_Noise_1_LODToOctaves[24] = 15;
_3D_IQ_Noise_1_LODToOctaves[25] = 15;
_3D_IQ_Noise_1_LODToOctaves[26] = 15;
_3D_IQ_Noise_1_LODToOctaves[27] = 15;
_3D_IQ_Noise_1_LODToOctaves[28] = 15;
_3D_IQ_Noise_1_LODToOctaves[29] = 15;
_3D_IQ_Noise_1_LODToOctaves[30] = 15;
_3D_IQ_Noise_1_LODToOctaves[31] = 15;
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Noise Bias = 0.2
TVoxelRange<v_flt> Variable_13; // Noise Bias = 0.2 output 0
Variable_13 = Params.Noise_Bias;
// 3D Perlin Noise Fractal
TVoxelRange<v_flt> Variable_0; // 3D Perlin Noise Fractal output 0
Variable_0 = { -0.419158f, 0.458317f };
// Intersection Smoothness = 10.0
BufferConstant.Variable_14 = Params.Intersection_Smoothness;
// Noise Scale = 20.0
TVoxelRange<v_flt> Variable_7; // Noise Scale = 20.0 output 0
Variable_7 = Params.Noise_Scale;
// Radius = 250.0
TVoxelRange<v_flt> Variable_8; // Radius = 250.0 output 0
Variable_8 = Params.Radius;
// 3D IQ Noise
TVoxelRange<v_flt> Variable_15; // 3D IQ Noise output 0
TVoxelRange<v_flt> _3D_IQ_Noise_1_Temp_1; // 3D IQ Noise output 1
TVoxelRange<v_flt> _3D_IQ_Noise_1_Temp_2; // 3D IQ Noise output 2
TVoxelRange<v_flt> _3D_IQ_Noise_1_Temp_3; // 3D IQ Noise output 3
Variable_15 = { -0.732619f, 0.767129f };
_3D_IQ_Noise_1_Temp_1 = { -1.577728f, 1.771872f };
_3D_IQ_Noise_1_Temp_2 = { -1.779903f, 1.388687f };
_3D_IQ_Noise_1_Temp_3 = { -1.667376f, 1.695596f };
// Use IQ Noise = True
FVoxelBoolRange Variable_17; // Use IQ Noise = True output 0
Variable_17 = Params.Use_IQ_Noise;
// Switch (float)
TVoxelRange<v_flt> Variable_16; // Switch (float) output 0
Variable_16 = FVoxelNodeFunctions::Switch(Variable_15, Variable_0, Variable_17);
// * -1
TVoxelRange<v_flt> Variable_9; // * -1 output 0
Variable_9 = Variable_7 * -1;
// +
TVoxelRange<v_flt> Variable_11; // + output 0
Variable_11 = Variable_16 + Variable_13;
// 2D Noise SDF.*
TVoxelRange<v_flt> Variable_20; // 2D Noise SDF.* output 0
Variable_20 = Variable_11 * Variable_7;
// 2D Noise SDF.*
TVoxelRange<v_flt> Variable_22; // 2D Noise SDF.* output 0
Variable_22 = Variable_11 * Variable_9;
// 2D Noise SDF.+
BufferConstant.Variable_6 = Variable_22 + Variable_8;
// 2D Noise SDF.+
BufferConstant.Variable_1 = Variable_20 + Variable_8;
}
}
void ComputeXYZWithoutCache(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _3D_Perlin_Noise_Fractal_1_Noise;
TStaticArray<uint8, 32> _3D_Perlin_Noise_Fractal_1_LODToOctaves;
FVoxelFastNoise _3D_IQ_Noise_1_Noise;
TStaticArray<uint8, 32> _3D_IQ_Noise_1_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
// X
TVoxelRange<v_flt> Variable_3; // X output 0
Variable_3 = Context.GetLocalX();
// Y
TVoxelRange<v_flt> Variable_4; // Y output 0
Variable_4 = Context.GetLocalY();
// Z
TVoxelRange<v_flt> Variable_5; // Z output 0
Variable_5 = Context.GetLocalZ();
// Vector Length
TVoxelRange<v_flt> Variable_2; // Vector Length output 0
Variable_2 = FVoxelNodeFunctions::VectorLength(Variable_3, Variable_4, Variable_5);
// 2D Noise SDF.-
TVoxelRange<v_flt> Variable_21; // 2D Noise SDF.- output 0
Variable_21 = Variable_2 - BufferConstant.Variable_6;
// 2D Noise SDF.-
TVoxelRange<v_flt> Variable_19; // 2D Noise SDF.- output 0
Variable_19 = Variable_2 - BufferConstant.Variable_1;
// * -1
TVoxelRange<v_flt> Variable_10; // * -1 output 0
Variable_10 = Variable_21 * -1;
// Smooth Intersection
TVoxelRange<v_flt> Variable_12; // Smooth Intersection output 0
Variable_12 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_19, Variable_10, BufferConstant.Variable_14);
// Set High Quality Value.*
TVoxelRange<v_flt> Variable_18; // Set High Quality Value.* output 0
Variable_18 = Variable_12 * TVoxelRange<v_flt>(0.2f);
Outputs.Value = Variable_18;
}
};
FVoxelExample_HollowPlanetInstance(UVoxelExample_HollowPlanet& Object)
: TVoxelGraphGeneratorInstanceHelper(
{
{ "Value", 1 },
},
{
},
{
},
{
{
{ "Value", NoTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr<v_flt>>() },
},
{
},
{
},
{
{ "Value", NoTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr<v_flt>>() },
}
},
{
{
{ "Value", WithTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr_Transform<v_flt>>() },
},
{
},
{
},
{
{ "Value", WithTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr_Transform<v_flt>>() },
}
},
Object)
, Params(FParams
{
Object.Intersection_Smoothness,
Object.Noise_Bias,
Object.Noise_Frequency,
Object.Noise_Scale,
Object.Radius,
Object.Seed,
Object.Use_IQ_Noise
})
, LocalValue(Params)
, LocalMaterial(Params)
, LocalUpVectorXUpVectorYUpVectorZ(Params)
, LocalValueRangeAnalysis(Params)
{
}
virtual void InitGraph(const FVoxelGeneratorInit& InitStruct) override final
{
LocalValue.Init(InitStruct);
LocalMaterial.Init(InitStruct);
LocalUpVectorXUpVectorYUpVectorZ.Init(InitStruct);
LocalValueRangeAnalysis.Init(InitStruct);
}
template<uint32... Permutation>
auto& GetTarget() const;
template<uint32... Permutation>
auto& GetRangeTarget() const;
private:
FParams Params;
FLocalComputeStruct_LocalValue LocalValue;
FLocalComputeStruct_LocalMaterial LocalMaterial;
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ LocalUpVectorXUpVectorYUpVectorZ;
FLocalComputeStruct_LocalValueRangeAnalysis LocalValueRangeAnalysis;
};
template<>
inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValue::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValue::FOutputs::Set<v_flt, 1>(v_flt InValue)
{
Value = InValue;
}
template<>
inline FVoxelMaterial FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get<FVoxelMaterial, 2>() const
{
return MaterialBuilder.Build();
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set<FVoxelMaterial, 2>(FVoxelMaterial Material)
{
}
template<>
inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 3>() const
{
return UpVectorX;
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 3>(v_flt InValue)
{
UpVectorX = InValue;
}
template<>
inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 4>() const
{
return UpVectorY;
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 4>(v_flt InValue)
{
UpVectorY = InValue;
}
template<>
inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 5>() const
{
return UpVectorZ;
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 5>(v_flt InValue)
{
UpVectorZ = InValue;
}
template<>
inline TVoxelRange<v_flt> FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set<v_flt, 1>(TVoxelRange<v_flt> InValue)
{
Value = InValue;
}
template<>
inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<1>() const
{
return LocalValue;
}
template<>
inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<2>() const
{
return LocalMaterial;
}
template<>
inline auto& FVoxelExample_HollowPlanetInstance::GetRangeTarget<0, 1>() const
{
return LocalValueRangeAnalysis;
}
template<>
inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<3, 4, 5>() const
{
return LocalUpVectorXUpVectorYUpVectorZ;
}
#endif
////////////////////////////////////////////////////////////
////////////////////////// UCLASS //////////////////////////
////////////////////////////////////////////////////////////
UVoxelExample_HollowPlanet::UVoxelExample_HollowPlanet()
{
bEnableRangeAnalysis = true;
}
TVoxelSharedRef<FVoxelTransformableGeneratorInstance> UVoxelExample_HollowPlanet::GetTransformableInstance()
{
#if VOXEL_GRAPH_GENERATED_VERSION == 1
return MakeVoxelShared<FVoxelExample_HollowPlanetInstance>(*this);
#else
#if VOXEL_GRAPH_GENERATED_VERSION > 1
EMIT_CUSTOM_WARNING("Outdated generated voxel graph: VoxelExample_HollowPlanet. You need to regenerate it.");
FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_HollowPlanet. You need to regenerate it.");
#else
EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_HollowPlanet. You need to update the plugin.");
FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_HollowPlanet. You need to update the plugin.");
#endif
return MakeVoxelShared<FVoxelTransformableEmptyGeneratorInstance>();
#endif
}
PRAGMA_GENERATED_VOXEL_GRAPH_END